Spinning party and puzzle game

ABSTRACT

A spinning party and puzzle game designed to challenge puzzle players with matching pieces to the correct sized indention while the puzzle may be moving. The game may spin, tilt, or shake to increase player challenge. The puzzle game may be a drinking game that challenges players to drink and match a cup or glass to spaces in a tray and replace the cup before a time runs out or faster than another player or team. For further challenge faux plugs may be inserted into indentions/spaces so some spaces may not be available for play. A timer may increase challenge of play and lights or sounds and other additions such as a blindfold or faux spaces may increase challenge and/or enjoyment of game. The game tray may be modified to connect to a water source to create a water game with ports in the tray where water exits. These ports may have valves or other opening and closing mechanisms controlled by pressure or weight sensors or other means.

The following application is an application for patent under 35 USC 111 (a).

FIELD

This disclosure relates to puzzles and games for adults and children.

BACKGROUND

Two-dimensional or flat puzzles which feature visual representation, i.e. a picture or image, are well known. Typically, such puzzles are made up of two-dimensional, or nearly two-dimensional flat and thin planar pieces having a small portion of the complete visual representation of the complete puzzle image on one surface thereof. The puzzle pieces, when fitted together properly, display the visual representation or picture in a unitary form. The level of difficulty of completing a puzzle can vary depending on number and size of pieces.

Puzzles also may take on three-dimensional (3D) form, with interlocking pieces either fitting onto a 3D structure, such as in U.S. Pat. No. 5788232 to Binkley or forming the 3D structure themselves, such as in U.S. Pat. No. 7523938 to Chuang. Further, simple 3D puzzles, having thick pieces and recesses to receive such pieces, usually for children, being made of wood, plastic, or other appropriate material are well known.

Games with spinning elements, timers, and a plurality of pieces are also known such as that of US Pat. No. 4783074 to Kobayashi which includes a base, timer, plurality of puzzle elements adapted to be assembled in a predetermined manner on the base. Further, puzzle card games are known such as in U.S. Pat. No. 5390935 to Wilkins, wherein game includes a playing deck having advancement cards for advancing a player toward a game objective or impediment cards which impede the advancement of the player. These cards may include on one side pictorial designs which fit together to complete a picture when played according to the game.

Further, puzzle game scoring systems have been proposed such as WIPO Publication No. WO1986004513A1 to Watkins which offers a board game method of playing the game in which pieces of a jigsaw puzzle are assembled over particular indicia of a board game. Points are assigned based on covering or connecting certain areas of the game board and by playing a uniquely shaped piece of the puzzle in a particular manner. Score cards are assigned to players when points are earned and totaled at the end of the game.

People love organized fun. And drinking beverages, more so alcoholic beverages, is an age-old past time. Many drinking games, like beer pong, have been developed to provide additional entertainment. Still, humans crave new activities. And while many of the present drinking and/or puzzles may provide challenge and entertainment, humans seem to have an innate draw towards games. Further, psychologists believe that achievement, competition, and social components contribute to our desire to be engaged in games (see References). There is a need in the field for a unique, social, challenging, and fun game experience.

SUMMARY

The disclosed comprises a spinning party and puzzle game. The game comprises a base, a primary tray, a movement mechanism for the tray, and at least one first indention of a first size and shape in the tray. In another embodiment, the game may further comprise at least one piece of a first size and shape. In another embodiment, the game may further comprise at least one second indention of a second size and shape. In this embodiment, the game may further comprise at least one piece of a second size and shape. Further the at least one second indention may lie within the at least one first indention. In another embodiment, the game may further comprise at least one faux space. Faux being defined as a false space that does not have a matching piece to fit therein. And further comprise at least one faux piece, or piece that does not fit any indentions.

The game may further comprise a timer, lights, and sound production mechanism. The game may further comprise a ball. The movement mechanism in the game may be a spinner, tilter, or shaker. The game may further comprise a blindfold. The game may further comprise secondary trays fitting within or on top of the primary tray, the secondary trays comprising indentions of at least a different size and shape from each other and the primary tray.

A second embodiment is a puzzle game comprising: a base; a spinning tray, a connector for a hose in the tray, and passages within the tray leading to at least two ports in the tray. This embodiment of the puzzle game may further comprise at least two indentions in the tray. The puzzle game of this embodiment may be designed such that the at least two ports are inside the at least two indentions in the tray. The puzzle game of this embodiment may further comprise a mechanism to open and close the ports in the tray. The mechanism to open and close the ports may be controlled by a weight, pressure, or other sensor.

The disclosure comprises a method for playing a game, the method comprising providing a platform with at least two indentions therein, providing a movement mechanism for the platform, providing at least one puzzle piece shaped to fit at least one of the indentions, and taking at least one turn by a player wherein the player attempts to match the at least one piece with one of the at least two indentions. The movement mechanism may be a spinning mechanism, a tilting mechanism, or a shaking mechanism. The method may further comprise providing a timer. The method may further comprise providing flashing lights.

A second method for playing a game is presented. The second method may comprise the steps of: providing a platform that connects to a liquid source, providing a connector for liquid input and ports, being openings for output of the liquid source such as water on top or sides of the platform such that liquid shoots from the ports; providing a mechanism for opening or closing the port, and taking at least one turn by a player wherein the player attempts to open or close the port.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a top perspective view of a first embodiment of the game of the present disclosure.

FIG. 2 is a side view of the first embodiment of the game of the present disclosure.

FIG. 3 is a top view of the first embodiment of the game of the present disclosure.

FIG. 4 is a top view of the first embodiment of the game of the present disclosure.

FIG. 5 is a top view of the first embodiment of the game of the present disclosure.

FIG. 6 is a top view of an alternate embodiment of the game of the present disclosure.

FIG. 7 is a top view of an alternate embodiment of the game of the present disclosure.

FIG. 8 is a top view of the alternate embodiment of the game of the present disclosure.

FIG. 9 is a top view of the alternate embodiment of the game of the present disclosure and illustration of method of play.

FIG. 10 is a top view of additional elements of the first embodiment of a game of the present disclosure.

Before explaining the disclosed embodiments of the present disclosure in detail, it is to be understood that the disclosure is not limited in its application to the details of the particular arrangement, images, or shapes shown, since the disclosure is capable of other embodiments. Also, the terminology used herein is for the purpose of description and not of limitation.

DETAILED DESCRIPTION

FIG. 1 is a top perspective view of a first embodiment of the game 100 of the present disclosure. The game is three-dimensional (3D) and may be comprised a tray 101 and a base 102. The top tray 101 may be formed from one or more sections fitted together to form a shape as presented in FIG. 10 . The top tray 101 may hold at least two inner trays 1001 that may be pie shaped for example, but may be of any shape. The top tray may hold at least three or at least four inner trays 1001 as shown in FIG. 10 , or more. These inner trays 1001 may contain indentions of different sizes and/or shapes that would increase game challenge and/or change theme of a game. These shapes may be selected from any shape imaginable including shape of a place, building, geometric shape, or any shape desired. Indentions, cutouts, or spaces 103, some not visible in this depiction, of various shapes and sizes formed in the tray 101 may receive 3D pieces or, as shown, cups 104 or glasses 105, that fit within the spaces 103. Pieces 104, 105 and spaces 103 may be designed around a certain theme such as drinks or drinking. Other themes such as outdoors, animals, letters, or any subject matter envisioned may be created of varying shapes and sizes. Alternately, pieces 104, 105 and spaces 103 may be of random design, shape, and size. Faux spaces, being spaces that are not shaped or sized to fit an included or intended piece (not shown) may be included in the tray 101 to increase game challenge. The base 102 holds a power and control box 106 for powering a motor or other spinning apparatus and controlling motion M1 of the tray 101.

FIG. 2 is a side view of the first embodiment of the game 100 of the present disclosure. The tray 101 may be supported by a tray plate 107. Screws, pins, nails, or other attachment means 108 may secure the tray plate 107 to the tray 101. The motor coupling 109, couples the tray plate 107 to the motor 110 that spins, as shown in FIG. 1 M1, or tilts vertically the tray with motion M2. Wires 111 connect the motor to battery and controller (not shown) within the power and control box 106. The controller may have programming to receive input in a wired or non-wired fashion to change direction and speed of motor, to control duration of spinning, a pause of spinning, and other variables as may be envisioned. The motor 110 may be powered by a battery or other power source including solar power, electrical lines connected to an external power source, or other means of powering a motor. In addition to a spinning motion, the tray 101 may be fitted with additional motion capability wherein the tray may tilt, wobble, or shake.

A number of different materials may be used to build, form, construct, or make the 3D spinning puzzle game 100 as shown in FIG. 1 and the following figures. These may include natural or non-natural plastics, polymers, wood, bamboo, pressed wood or bamboo particles, wood-like materials, fibers, foam, polyurethane, or combinations thereof. These may be hard, semi-hard, or semi-flexible materials. Methods for manufacture may include but are not limited to 3D printing, forming parts from molds followed by construction, die-cutting parts, or other known methods of manufacture.

A timer (not shown) may be added and be integral with the tray 101 or base 102 of the game. In such case may be digital or mechanical and may require power in the form of a battery or other means of powering such timer. Optionally a timer may be separate and be powered by battery or other means. The timer may indicate an end of time session with a sound or light display. The lights may be programmed to flash to indicate beginning or end of play or other mode of play. The timer may be a non-powered timer such as a sand/gravity timer or spring mechanism timer. The sand/gravity timer may be designed to empty sand or other fine material from one side to the other within a given amount of time being as little as five seconds, ten seconds, fifteen seconds, twenty seconds, or thirty seconds, forty-five seconds, to as much as one minute, two minutes, or five minutes, or ten minutes, or longer, or any time increment in between. Other types of timers may be pre-programmed or programmed at time of game play to a set amount of time or alternately be adjustable by the game user(s) from times varying from as little as five seconds, ten seconds, twenty seconds, to as much as thirty seconds, or one minute, or two minutes, or five minutes, or ten minutes, or longer, or any time increment in between. The timer may count up in order to measure time of a player or down to signal end of play of a player or user or they may count down.

Lights and sound producer such as a programmed sound producer and microphone may be included in the tray 101 or base 102 and powered by the battery in the control box 106 or other means. Further, light display may be coupled to sound program. Lights or sound producer may be connected to the timer such that they indicate a countdown to goal or time limit, or count up from start of play. Lights may be varied in color, size, and type such as LED, incandescent, fluorescent, halogen, metal halide, or other appropriate light means.

FIG. 3 is a top view of the first embodiment of the game with tray 101 of game 100 of the present disclosure. The base is not shown in this view as the base may be smaller than the size of the tray. Spaces or indentions 103 may be formed of two different size indentions 103A, 103B. At least one space 103 having two different size or shape indentions 103A, 103B may occupy the tray 101, or at least two spaces 103, or three spaces, or four spaces, or five spaces, or six spaces, or seven spaces or more may occupy the tray 101. The spaces 103 may be placed six in a circle with one in the middle, as shown in FIG. 3 , or in any pattern or shape desirable.

In FIG. 4 , spaces 103 of varying size 103A, 103B of the tray 101 may be filled with an inner faux piece or inner plug 401A, being part of the game 100, that fits into one of the spaces 103A, 103B. In this case, the inner plug 401A fits in the inner space 103B. The inner plug 401A is shown here as extending above the dimensions of the space 103B. The inner plug 401A may be designed in this matter or may be designed to fit flush with the top boundary of the space 103B. This inner plug 401A, when designed to sit flush with the top of space 103B, and when placed in a space 103B would prevent a piece, not shown, being the size of the space 103B, from being inserted into the space 103B.

In the same manner, as shown in FIG. 5 , an outer faux piece or outer plug 401B, being part of the game 100, that fits into one of the spaces 103A, 103B of the tray 101. In this case, outer plug 401B fits in space of size 103A and has an inner opening the size of space 103B such that a piece of the size of 103B may fit within the space 103B, but not a piece the size of the space 103A. As with 401A, 401B is shown extending above the top level of the space 103A or tray 101 for purposes of illustration. The outer plug 401B may be designed this way or designed to sit flush with the top of the space 103A and tray 101. With the addition of inner and outer plugs 401A, 401B to the game 100, game challenge increases or decreases depending on the mode of play. For purposes of this application a faux piece may be defined as a piece that does not fit any indentation in the game arrangement during a specific round of play. A faux space or indention may be defined as a space or indention wherein there is no piece that fits therein during a specific round of play.

Now referring to FIGS. 1-5 , for game 100 play, for instance in a drinking theme game, cups 104 being common size party cups and glasses 105, being common sized shot glasses, may be used in play. At least one player, or at least two players, three, four, five, six, or more players, players being human beings, may play the game 100. If there are multiple players, they may form teams for play. Goals of play may be to drink liquid poured into cups 104 or glasses 105, designated here as drinks, and replace in spaces, or perhaps a specific space, in a certain amount of time, as measured by timer, or replace in a shorter time period than the other player and/or team. Alternately, team players may have a race to see which team finishes their team’s drinks and drinks the center drink before the other team does the same. Game challenge can be increased with spinning of the tray, wobble, shake, or pause, or reverse-direction of the tray. Specific examples and rules are given following the Detailed Description in the Examples below. Use of inner plug 401A and/or outer plug 401B may increase or decrease number of spaces available for pieces, cups, or glasses 104,105 therefore increasing or decreasing challenge of the game.

FIG. 6 is a top view of an alternate embodiment of the game 200 of the present disclosure. As with the game embodiment 100 shown in FIGS. 1-5 , the game comprises a tray 201, and base, base plate, motor, and controller (not shown), and alternately a timer, and appropriately shaped inner and outer plugs and playing pieces (not shown) which may be cups and/or glasses depending on the theme of the game. In FIG. 6 , spaces 203 may be of square outer shape 203A. Alternately they may be any shape desired whether geometric as a triangle, rectangle, star, or oval, or non-geometric being an animal or other shape. In a drinking game, often times party cups are designed with square bottoms so this square outer shape 203A design would accommodate a square bottom cup. These shapes 203A may be identical for each space or different in size and shape. In addition to the space shapes 203A, inner spaces 203B, may be provided. These inner spaces 203B may be circular, square, or other geometrical or non-geometrical shape and identical in size and shape to each other or non-identical.

FIG. 7 illustrates an inner space plug 701A that may fit in an inner space 203B within the outer space 203A of the spaces 203. As in the first game embodiment 100, show in FIG. 4 , this inner space plug 701A may be flush with the top of the inner space 203B or it may extend up from the top of inner space 203B as shown. Likewise, FIG. 8 illustrates outer space plugs 701B, that may fit within spaces 203. These may be flush with the top level of the space 203 and tray 201 or rise above the top of the tray 201.

With all embodiments, FIGS. 1-8 , point system indications may be provided as printed stickers that may be applied to the surface of the game. Alternately points may be assigned by players and written in a permanent or semi-permanent manner onto the game piece, space, or other surface such as in use of a pen, pencil, or some other writing instrument. These may include a semi-permanent marker and dry erasable surface or permanent writing instrument and paper or other appropriate surface. A means of erasing the semi-permanent marker may be included with the game. Points may be gained or lost by placing pieces, stealing pieces, completing puzzle, completing puzzle within a time limit, via drawing cards, or not accomplishing these tasks or others as related to game play, or other means. In addition, a blindfold or other means of shielding a player’s eyes from viewing the game may be included as part of the game to further challenge. Directions in written or electronic format, such as on an internet web page, or in a software application or program, may be provided with the game 100, 200. Individual player instruction cards may be provided with the game to increase challenge of play or provide alternate game play modes. The tray 101/201 or base 102 may be fitted with a drawer or designed with a recess to hold inner or outer plugs or pieces.

Other additional elements may be added to the game to increase challenge for the players. For instance, a blindfold (not shown) may be included and the player taking a turn of the game may be blindfolded while trying to place a puzzle piece. In addition, cards (not shown) may be included with various directions for play. Further, a reward or point system may be assigned. Alternately, a punishment or negative outcome may be assigned.

Another embodiment of the game is a game, essentially as shown in FIG. 1 comprising a base 102 and a tray 101, with or without the ability to spin, wherein the tray 101 further comprises an inlet connection for a hose or other liquid supplying vessel and passages within the tray 101 connected to openings or ports for the liquid (not shown) on the top or side and/or sides of the tray 101 which allow the liquid to exit the tray. This embodiment could also include a motor and control box as well as other options of lights, sounds, movement, timer, etc. as noted above.

With a hose connected to the tray, water or another liquid could be supplied to the tray. The water or other liquid could be supplied with enough pressure to spurt out of the openings or ports on the tray like a water fountain, getting players wet. The aim of the game could be to plug or close the openings or ports before opponents in order to avoid getting wet. Alternately, players could throw balls into a cup positioned on the tray and/or placed over the openings or ports for the water, the balls exhibiting enough pressure to weigh the cups down and close off or cover the openings or ports via spring, valve, weight, or pressure mechanism. Further, players could trigger open or close ports by displacing opponents’ cups or plugs for the openings or ports. Throwing balls into an opponent’s cup with the weight of a ball to trigger a sensor to open or close an opening or port for example. The openings or ports may be openable and closeable via weight or pressure sensors or other mechanical and/or electrical mechanisms. These may be a pump or valve mechanism operated by varying means such as a vane, pressure, pressure relief, directional valve, spring loaded valve or port, weight sensor, hydraulic means, manual ball valve, manual plug of the port by the ball, flow dividers, cartridge(s), pinch trigger valve, tube, solenoid, or the like.

Although the present invention has been described with reference to the disclosed embodiments and examples, numerous modifications and variations can be made and still the result will come within the scope of the invention. No limitation with respect to the specific embodiments disclosed herein is intended or should be inferred. Each apparatus and apparatus embodiment described herein has numerous equivalents.

EXAMPLES Example 1

As an example, FIG. 9 illustrates how an embodiment of the game 100 may be adapted for a drinking game. Tray 101 and base, motor, controller and spinner (not shown) are designed such that the tray 101 spins. The spaces 103 are designed with outer space 103A is designed to receive common party cup(s) 104 and inner space 103B designed to receive common shot glasses 105. For play, the party cup(s) 104 and the shot glass(es) 105 are filled with beer or other beverage 901. A player attempts to throw a ping pong or other appropriately sized ball 902 into a stationary or moving party cup 104. If the player is successful, the play moves to another player who may be a member of another team for them to attempt to get the ball 902 into a party cup 104. If the player is not successful the punishment or result would be that the player must drink from a shot glass 105 filled with a beverage, in the case of alternate beer pong, alcoholic in nature, but play could also include non-alcoholic beverages.

Example 2

GOAL: Race to drink and place cups and shot glasses into the board and be the first to the center drink to win!

2 - 4 Players, All Ages (21+ or legal drinking age if playing with alcohol).

Gameplay:

The game as described herein is not your ordinary party game. You are racing other players to grab and drink cups and shot glasses and then place them back into a spinning board. Get to the center drink first and you win the round!

Rules:

-   1. Each player or team chooses between one of two colors. -   2. Turn on the game board to spin. -   3. Each player or team will attempt to drink all the cups and shot     glasses with their chosen color and place them back into their space     on the spinning board. -   4. The first player or team to get to the center drink wins! -   5. Play as many rounds as you’d like with your favorite drinks and     mix and match cups and shot glasses in any configuration on the game     board.

Example 3

GOAL: Players compete against the group to earn card points. Players earn card points by placing the most pieces possible while blindfolded and avoiding faux spaces. Players get to keep each card and points by performing the action on each card. The player with the most card points at the end wins.

4 - 6 Players

-   1. Players sit in a circle around the board. -   2. The first player is blindfolded. -   3. The group says GO; and starts a timer for 45 seconds. The     blindfolded player tries to place as many pieces as possible within     this time limit. -   4. For each piece placed the player draws an equivalent number of     cards from the deck. -   5. The player gets to keep the card/points only if they do what is     written on the card. -   6. If the player refuses they must place the card into the bottom of     the deck. -   7. The next player is blindfolded and the board is reset. -   8. The goal is to try to place as many pieces as possible in order     to draw as many cards as you can and perform each action in order to     keep the cards and gain points. -   9. If a player places all seven pieces then they get to keep all     seven cards automatically. -   10. Game play continues with all players until all the cards have     been distributed. -   11. The player at the end with the most card points wins! -   12. Interchangeable plates can be rearranged between rounds for     different orientations.

Example 4

GOAL: Place pieces in the least amount of time to win each round!

2 - 6 Players, Ages 8+

Gameplay:

The game as described herein is not your ordinary puzzle matching game. You are blindfolded and trying as fast as you can to place pieces into the board and avoid faux spaces before the group steals them. The other players are not blindfolded, and they are stealing pieces from you at random times. Place the pieces correctly in the shortest time, and you win the round!

Rules:

1. Sit around the game board.

2. The first player is blindfolded.

3. The group will spin the board and simultaneously start both the stopwatch and the random timer.

4. You will try to place all pieces for each round into the board as fast as possible.

-   Round 1 = Place any 2 pieces -   Round 2 = Place any 4 pieces -   Round 3 = Place any 6 pieces

5. The rest of the group is not blindfolded and one person will steal pieces directly out of your hands ONLY at the sound of the random timer.

6. If you are not holding any pieces when the timer goes off, then pieces can be stolen off the table.

7. The group cannot steal pieces you have correctly placed into the board.

8. The group can remove misplaced pieces and return them to you so you can keep trying.

9. Gameplay continues clockwise.

10. The next player is blindfolded, and the group resets the board and spins.

11. If you placed pieces in the shortest time, you win the round!

12. If no one places all the pieces for a round, the winner is the player with the most pieces placed in the shortest time.

Your turn ends when you have placed all pieces for the round, or when there are no more pieces to steal.

Example 5

GOAL: Place pieces as fast as you can to beat the clock and avoid elimination.

2 -5 Players, Ages 8+

Gameplay:

The game as described herein is not your ordinary puzzle matching game. It is all about how fast you can place pieces correctly into their spaces within a time limit. It’s a race! Beat the clock, and you move on to the next round. If you fail, you get a second chance. However, second chances are never easy! This time around, you are blindfolded. If you fail again, you are eliminated! Be the last one standing after three rounds, and you win!

Rules:

1. Sit around the game board.

2. The first player will try to place ALL eight pieces correctly and within the time limit.

3. If you succeed, you move on to the next round.

4. If you fail, you get a second chance to place AT LEAST three pieces correctly within the time limit; but now you are blindfolded!

FIRST CHANCE Place ALL 8 Pieces SECOND CHANCE Place AT LEAST 3 Pieces Blindfolded Round 1 25 seconds 50 seconds Round 2 20 seconds 40 seconds Round 3 15 seconds 30 seconds

5. Second chances are only to avoid elimination. If you succeed, you move on to the next round of regular gameplay.

6. If you fail on your second chance, you are eliminated!

7. Gameplay continues clockwise with the next player, and the board is reset.

8. After three rounds, the last player left standing wins!

Example 6

GOAL: Players compete to earn points for placing specific pieces while blindfolded and avoiding faux spaces.

2 - 6 Players, All Ages

-   1. Players sit in a circle around the board. -   2. The first player is blindfolded. -   3. The group picks one piece to hand to the player and spins the     board. The group says GO; starting a timer for 15 seconds. -   4. The blindfolded player has 15 seconds to place the piece. -   5. If the player places the piece within the time limit, they gain +     1 point. -   6. If the player fails to place the piece within the time limit,     they lose and must perform the punishment written on that piece. If     the player refuses the punishment, they lose -1 point. If the player     performs the punishment, they neither gain nor lose points. -   7. The next player is blindfolded. -   8. The board is reset and another piece is chosen. -   9. Play continues. -   10. Interchangeable plates can be rearranged between turns and     rounds for different orientations. -   11. The first player to get +5 points wins!

Punishments:

-   Smell everyone’s feet and rank them from best to worst. -   You have 1 minute to make the group laugh by telling a funny joke. -   Dance silly/goofy for 1 minute. -   Eat a piece of dog or cat food and then bark or meow. -   Impersonate another player for 1 minute. -   For 1 minute pretend that another player is an amazing product and     sell them to the group. -   Perform your best model runway walk. -   Eat something hot, teaspoon of hot sauce or bite of a chili pepper. -   For 1 minute the group gets to treat you like a big baby. -   Tell the group a secret they don’t know about you.

Example 7

GOAL: Players compete to earn points for placing the most pieces possible while blindfolded and avoiding faux spaces.

8 Players Max, All Ages (21+ or legal drinking age if playing with alcohol).

-   1. Players sit in a circle around the board. -   2. The first player is blindfolded. -   3. The group says GO; and starts a timer for 45 seconds. The     blindfolded player tries to place as many pieces as possible within     this time limit. -   4. For each piece placed the player scores points associated with     that piece. -   5. The next player is blindfolded and the board is reset. -   6. Players are eliminated one by one if they fail to score higher     points than the previous player. -   7. All players have 45 seconds to try to place the most pieces and     thus points possible. -   8. Losers are eliminated and must drink. -   9. Players who tie are not eliminated but must also drink. -   10. There can only be one winner at the end of each round. -   11. Interchangeable plates can be rearranged between turns and     rounds for different orientations. -   12. The first player to place all ten pieces is automatically winner     and the group must drink.

Example 8

GOAL: The group is daring you to answer a question. To answer this question, players compete against the group to earn cards. Players earn cards by placing the most pieces possible while blindfolded and avoiding faux spaces. Players get to keep each card by fooling the group with their responses to the card questions. How well do you think your family and friends know you? The player with the most cards at the end wins.

4 - 6 Players, All Ages

-   1. Players sit in a circle around the board. -   2. The first player is blindfolded. -   3. The group says GO; and starts a timer for 45 seconds. The     blindfolded player tries to place as many pieces as possible within     this time limit. -   4. For each piece placed the player draws that many cards from the     deck. -   5. The player reads the first card aloud. -   6. Both the group and the player have 10 seconds to decide Yes or No     if the current player would do what’s written on that card and then     write their response on a paddle. -   7. At the end of 10 seconds they both show each other their     response. -   8. If the group’s answer matches the player’s answer the card goes     back in the deck. -   9. If the group’s answer doesn’t match the players answer the player     keeps that card. -   10. Play continues with the next card which is read aloud and     answered. -   11. The next player is blindfolded and the board is reset. -   12. The goal is to try to place as many pieces as possible in order     to draw as many cards as you can and fool the group with your     answers in order to keep them. -   13. If a player places all seven pieces then they get to keep all     seven cards automatically. -   14. Game play continues with all players until all the cards have     been distributed. -   15. The player at the end with the most number of cards wins! -   16. Interchangeable plates can be rearranged between rounds for     different orientations.

Example 9

GOAL: Win the most points by placing the most pieces into the board.

3 - 6 Players, Ages 7+

GAMEPLAY: There are 3 rounds. In each round, place as many pieces while blindfolded and avoiding faux spaces. There are 4 faux cards/spaces that you must avoid! If you place a piece into a faux space, the group will compete with each other to steal the remaining unplaced pieces from you.

Rules:

-   1. The first player is blindfolded. -   2. All pieces are removed and placed in the center of the table. -   3. The other players will arrange the faux cards in their spaces,     start the timer and say GO! -   4. The blindfolded player must place as many pieces as possible     while avoiding the faux spaces.     -   Round 1: 1 minute     -   Round 2: 45 seconds     -   Round 3: 30 seconds -   6. If the blindfolded player places a piece into a faux space, the     other players will race to steal the remaining pieces. -   7. Your turn ends when time is up or if you place a piece into a     faux space. -   8. At the end of each round, all players tally up their pieces. -   9. Play continues clockwise. -   10. The next player is blindfolded and the other players will     rearrange the faux cards/spaces if they choose. -   11. At the end of 3 rounds, all players tally up their pieces. -   12. The winner is the player with the most points!

Example 10

GOAL: Win the most points by placing the most pieces into the board.

3 - 6 Players, Ages 7+

GAMEPLAY: There are 3 rounds. In each round, place as many pieces as fast as you can into the board. Other players will try to stop you by blocking your available spaces.

Rules:

-   1. All the pieces are removed and placed in front of the first     player. -   2. The other players will distribute space plugs to each other,     start the timer and say GO! -   3. The first player must place as many pieces as possible before     time is up and before other players block them.     -   Round 1: 25 seconds     -   Round 2: 20 seconds     -   Round 3: 15 seconds -   4. To block the first player, the other players will take turns     placing plugs, one at a time, into the spaces as quickly as     possible. -   5. The first player cannot place pieces into a blocked space. -   6. Your turn ends when time is up or if you run out of piece spaces. -   7. The first player will tally up their placed pieces. -   8. The board is reset, play continues clockwise. -   9. At the end of 3 rounds, all players tally up their pieces. -   10. The winner is the player with the most points!

Although the present disclosure has been described with reference to the disclosed examples, numerous modifications and variations can be made and still the result will come within the scope of the disclosure. No limitation with respect to the specific embodiments disclosed herein is intended or should be inferred. Each apparatus embodiment described herein has numerous equivalents.

REFERENCES

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Ryan, R.M., and Deci, E.L. “Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being.” American Psychologist 55.1 (2000): 68-78. Web. 17 Oct. 2016.

Tone, Hui-Jie, Zhao, Hao-Rui, Yan, Wan-Seng. “The attraction of online games: An important factor for Internet Addiction.” Computers in Human Behavior 30 (2014): 321-327. Web. 17 Oct. 2016.

Chang, Chiao-Chen. “Examining users’ intention to continue using social network games: A flow experience perspective.” Telematics and Informatics 30.4 (2013): 311-321. Web. 17 Oct. 2016.

Wu, Jiming, Li, Pengtao, and Rao, Shashank. “Why they enjoy virtual game worlds? An empirical investigation”.Journal of Electronic Commerce Research 9.3 (2008): 219-230. Web. 17 Oct. 2016.

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What is claimed is:
 1. A puzzle game comprising: a) a base; b) a tray; c) a movement mechanism for the tray; and d) at least one first indention of a first size and shape in the tray.
 2. The puzzle game of claim 1 further comprising at least one piece of a first size and shape.
 3. The puzzle game of claim 1 further comprising at least one second indention of a second size and shape.
 4. The puzzle game of claim 3 further comprising at least one piece of a second size and shape.
 5. The puzzle game of claim 3, wherein at least one second indention is within the at least one first indention.
 6. The puzzle game of claim 4 further comprising at least one faux space.
 7. The puzzle game of claim 1 comprising at least one faux piece.
 8. The puzzle game of claim 1 further comprising a timer.
 9. The puzzle game of claim 1 further comprising lights.
 10. The puzzle game of claim 1 further comprising a sound producer.
 11. The puzzle game of claim 1 further comprising a ball.
 12. The puzzle game of claim 1, wherein the movement mechanism is a spinner.
 13. The puzzle game of claim 1, wherein the movement mechanism is a tilter.
 14. The puzzle game of claim 1, wherein the movement mechanism is a shaker.
 15. The puzzle game of claim 1 further comprising a blind fold.
 16. The puzzle game of claim 1, wherein the tray comprises at least two inner trays, the inner trays each comprising indentions of at least a different size and shape.
 17. A puzzle game comprising: a) a base; b) a spinning tray; c) a fitting for a hose in the tray; and d) passages within the tray leading to at least two ports in the tray.
 18. The puzzle game of claim 17 further comprising at least two indentions in the tray.
 19. The puzzle game of claim 18, wherein the at least two ports are inside the at least two indentions in the tray.
 20. The puzzle game of claim 17 further comprising a mechanism to open and close the ports in the tray.
 21. The puzzle game of claim 20, wherein the mechanism to open and close the ports is controlled by a weight sensor.
 22. The puzzle game of claim 20, wherein the mechanism to open and close the ports is controlled by a pressure sensor.
 23. A method for playing a game, the method comprising the steps of: a) providing a platform with at least two indentions therein; b) providing a movement mechanism for the platform; c) providing at least one puzzle piece shaped to fit at least one of the indentions; and d) taking at least one turn by a player wherein the player attempts to match the at least one piece with one of the at least two indentions.
 24. The method of claim 23, wherein the movement mechanism is a spinning mechanism.
 25. The method of claim 23, wherein the movement mechanism is a tilting mechanism.
 26. The method of claim 23, wherein the movement mechanism is a shaking mechanism.
 27. The method of claim 23 further comprising providing a timer.
 28. The method of claim 23 further comprising providing flashing lights.
 29. A method for playing a game, the method comprising the steps of: a) providing a platform having a connector for a liquid source; b) providing at least two ports, being outlets for the liquid source on top or on the sides of the platform such that liquid shoots from the ports; c) providing a mechanism for opening or closing the ports; and d) taking at least one turn by a player wherein the player attempts to open or close the ports. 